@WKnight02:
Making the GE more integrated with Blender is nice, but having the possibility to export the game will always be a benefit,
Yup, I probably shouldn’t have put my speculation that export may or may not exist in the first post. It was pure speculation, and wasn’t useful. I won’t remove it now though, as a couple people have mentioned it and so it would look strange.
But, it may well be that someone does write an exporter for the interactive engine - it will just contain most of blender!
@Nick Manchul:
Not quite sure what you’re on about in most of your posts here. And I would not have been surprised if Ton had decided to remove the GE. We went into that meeting expecting to leave five minutes in with a “nup, let’s find something else”
@Ace and BPR:
GPL discussion has it’s own thread stickied in this forum. I doubt GPL will change - as using blender’s depsgraph impies it uses blenders code implies it is GPL.
@billyzill:
Blender’s main target is animation and renders - not games/interactive content.
@cflow:
So, if I’m seeing reading it right, the codebase we refer to as the “Game Engine” is going to be “Repealed and Replaced” in the near future. What looks like it will be replaced with, though, should be the biggest concern of all. The main part is this: Will we still be able to make “games,” with it: …
I don’t see why not. Not all interactive content is games, so I understand your concern, but the impression I got is that that games will still be able to be made with the new system.
@lordloki76:
Here is the main concern. Can you make a great game engine from a renderer/depgraph not totally focused on real “real-time”?
Bear in mind that the depsgraph is intended to run the BGE viewport, which is at least firm real time. User of blender aren’t going to tolerate click - wait three seconds - see response.
Also, just because you can change the subsurf level while in-game doesn’t mean you should. There will be operations which you shouldn’t do while the game is running if you want to maintain 60FPS. Also, it’s a multithreaded depsgraph, so it will be better than the single we have in the GE currently…
@martins:
Thanks for dropping by.
Blender and EEVEE is favoring quality over performance … So here I see UPBGE guys squeezing in as they are working on getting Eevee engine into UPBGE and they are optimizing shaders and approaches for much more interactive use
Yup. It seems to me that they are focussing on the BSDF matching at the moment, and will optimise later/soon. I sure hope so, as changing materials takes upwards of 30 seconds to recompile shaders on my laptop. Once the shaders are compiled it seems OK though - although performance isn’t stellar.
I had a look the other day and there seems to be a documentation on a method for using EEVEE shader segments inside custom shaders. So hopefully using shadows and such inside custom shaders will be a fair bit easier…
@theApe
There´s is nothing preventing the UPBGE from becoming a permanent fork (ie it´s own entity with DNA in common with Blender). In fact, that might open up more possibilities for the UPBGE team (like stripping away functionality redundant for a game engine and make it more specialized)
Indeed, but it will quickly become a maintinance headache. 2.8 completely replaces a lot of parts of blender, and to keep BGE up to speed across that jump will be quite hard - but I hope the UPBGE devs do manage it, as a replacement GE is still at least a year away.
@dantus:
Performance was always an important factor during the development of Eevee and nothing indicates that this is going to change.
I hope they can reduce the compile time somewhat. My system isn’t that old, and the time spent compiling shaders makes any sort of iteration on materials extremely time consuming. Mind you, I don’t think my laptop meets the suggested specs - it’s in integrated card and doesn’t support modern OpenGL versions.